; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (214_a is NOT the same as 214_a or 214_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below. 
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "236_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2236_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 20

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;--------------------CPU detection-----------------------

[command]
name = "AI1"
command = a, a
time = 0

[command]
name = "AI2"
command = a, a
time = 0

[command]
name = "AI3"
command = a, a
time = 0

[command]
name = "AI4"
command = a, a
time = 0

[command]
name = "AI5"
command = a, a
time = 0

[command]
name = "AI6"
command = a, a
time = 0

[command]
name = "AI7"
command = a, a
time = 0

[command]
name = "AI8"
command = a, a
time = 0

[command]
name = "AI9"
command = a, a
time = 0

[command]
name = "AI10"
command = a, a
time = 0

[command]
name = "AI11"
command = a, a
time = 0

[command]
name = "AI12"
command = a, a
time = 0

[command]
name = "AI13"
command = a, a
time = 0

[command]
name = "AI14"
command = a, a
time = 0

[command]
name = "AI15"
command = a, a
time = 0

[command]
name = "AI16"
command = a, a
time = 0

[command]
name = "AI17"
command = a, a
time = 0

[command]
name = "AI18"
command = a, a
time = 0

[command]
name = "AI19"
command = a, a
time = 0

[command]
name = "AI20"
command = a, a
time = 0

[command]
name = "AI21"
command = a, a
time = 0

[command]
name = "AI22"
command = a, a
time = 0

[command]
name = "AI23"
command = a, a
time = 0

[command]
name = "AI24"
command = a, a
time = 0

[command]
name = "AI25"
command = a, a
time = 0

[command]
name = "AI26"
command = a, a
time = 0

[command]
name = "AI27"
command = a, a
time = 0

[command]
name = "AI28"
command = a, a
time = 0

[command]
name = "AI29"
command = a, a
time = 0

[command]
name = "AI30"
command = a, a
time = 0

[command]
name = "AI31"
command = a, a
time = 0

[command]
name = "AI32"
command = a, a
time = 0

[command]
name = "AI33"
command = a, a
time = 0

[command]
name = "AI34"
command = a, a
time = 0

[command]
name = "AI35"
command = a, a
time = 0

[command]
name = "AI36"
command = a, a
time = 0

[command]
name = "AI37"
command = a, a
time = 0

[command]
name = "AI38"
command = a, a
time = 0

[command]
name = "AI39"
command = a, a
time = 0

[command]
name = "AI40"
command = a, a
time = 0

[command]
name = "AI41"
command = a, a
time = 0

[command]
name = "AI42"
command = a, a
time = 0

[command]
name = "AI43"
command = a, a
time = 0

[command]
name = "AI44"
command = a, a
time = 0

[command]
name = "AI45"
command = a, a
time = 0

;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;
[Command]
name = "236236x"
command = ~D, DF, F, D, DF, F, x
time = 35

[Command]
name = "236236x"
command = ~D, DF, F, D, DF, F, ~x
time = 35

[Command]
name = "236236y"
command = ~D, DF, F, D, DF, F, y
time = 35

[Command]
name = "236236y"
command = ~D, DF, F, D, DF, F, ~y
time = 35

[command]
name = "1]"
command = ~$F, $D, $B, $U, x
time = 40

[command]
name = "1]"
command = ~$D, $B, $U, $F, x
time = 40

[command]
name = "1]"
command = ~$B, $U, $F, $D, x
time = 40

[command]
name = "1]"
command = ~$U, $B, $D, $F, x
time = 40

[command]
name = "1]"
command = ~$B, $D, $F, $U, x
time = 40

[command]
name = "1]"
command = ~$U, $F, $D, $B, x
time = 40

[command]
name = "1]"
command = ~$D, $F, $U, $B, x
time = 40

[command]
name = "1]"
command = ~$F, $U, $B, $D, x
time = 40

[command]
name = "1]"
command = ~$F, $D, $B, $U, y
time = 40

[command]
name = "1]"
command = ~$D, $B, $U, $F, y
time = 40

[command]
name = "1]"
command = ~$B, $U, $F, $D, y
time = 40

[command]
name = "1]"
command = ~$U, $B, $D, $F, y
time = 40

[command]
name = "1]"
command = ~$B, $D, $F, $U, y
time = 40

[command]
name = "1]"
command = ~$U, $F, $D, $B, y
time = 40

[command]
name = "1]"
command = ~$D, $F, $U, $B, y
time = 40

[command]
name = "1]"
command = ~$F, $U, $B, $D, y
time = 40

[command]
name = "1]"
command = ~$F, $D, $B, $U, ~x
time = 40

[command]
name = "1]"
command = ~$D, $B, $U, $F, ~x
time = 40

[command]
name = "1]"
command = ~$B, $U, $F, $D, ~x
time = 40

[command]
name = "1]"
command = ~$U, $B, $D, $F, ~x
time = 40

[command]
name = "1]"
command = ~$B, $D, $F, $U, ~x
time = 40

[command]
name = "1]"
command = ~$U, $F, $D, $B, ~x
time = 40

[command]
name = "1]"
command = ~$D, $F, $U, $B, ~x
time = 40

[command]
name = "1]"
command = ~$F, $U, $B, $D, ~x
time = 40

[command]
name = "1]"
command = ~$F, $D, $B, $U, ~y
time = 40

[command]
name = "1]"
command = ~$D, $B, $U, $F, ~y
time = 40

[command]
name = "1]"
command = ~$B, $U, $F, $D, ~y
time = 40

[command]
name = "1]"
command = ~$U, $B, $D, $F, ~y
time = 40

[command]
name = "1]"
command = ~$B, $D, $F, $U, ~y
time = 40

[command]
name = "1]"
command = ~$U, $F, $D, $B, ~y
time = 40

[command]
name = "1]"
command = ~$D, $F, $U, $B, ~y
time = 40

[command]
name = "1]"
command = ~$F, $U, $B, $D, ~y
time = 40

;-| Special Motions |------------------------------------------------------
[Command]
name = "236x"
command = ~D, DF, F, x

[Command]
name = "236x"
command = ~D, DF, F, ~x

[Command]
name = "236y"
command = ~D, DF, F, y

[Command]
name = "236y"
command = ~D, DF, F, ~y

[Command]
name = "214x"
command = ~D, DB, B, x

[Command]
name = "214x"
command = ~D, DB, B, ~x

[Command]
name = "214y"
command = ~D, DB, B, y

[Command]
name = "214y"
command = ~D, DB, B, ~y

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "pp"
command = x+y
time = 1

[Command]
name = "kk"
command = a+b
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "6x"
command = /F,x
time = 1

[Command]
name = "6y"
command = /F,y
time = 1

[Command]
name = "3x"
command = /DF,x
time = 1

[Command]
name = "3y"
command = /DF,y
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;nk
[State -1, ]
type = ChangeState
value = 3100
triggerall = var(59) = 0
triggerall = var(12) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "kk"
triggerall = power >= 1000
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

;---------------------------------------------------------------------------
;
[State -1, ]
type = ChangeState
value = 3200
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "1]"
triggerall = power >= 1000
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1
trigger8 = stateno = 40

;---------------------------------------------------------------------------
;Aa
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "236236x" || command = "236236y"
triggerall = power >= 1000
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

;---------------------------------------------------------------------------
;]a
[State -1, ]
type = ChangeState
value = 1010
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "214y"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

[State -1, ]
type = ChangeState
value = 1000
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "214x"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

;===========================================================================
;---------------------------------------------------------------------------
;Run Fwd
;_bV
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = 0 ;_bV͎gȂ
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;tgAbvX
[State -1, Throw]
type = ChangeState
value = 800
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
triggerall = command = "holdfwd"
triggerall = statetype = S
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 16
trigger1 = ctrl
trigger1 = stateno != 100

;u[oX^[
[State -1, Throw]
type = ChangeState
value = 810
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
triggerall = command = "holdback"
triggerall = statetype = S
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 16
trigger1 = ctrl
trigger1 = stateno != 100

;JifBAobNu[J[
[State -1, Throw]
type = ChangeState
value = 830
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "b"
triggerall = command = "holdfwd"
triggerall = statetype = S
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 16
trigger1 = ctrl
trigger1 = stateno != 100

;ACAN[
[State -1, Throw]
type = ChangeState
value = 820
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "b"
triggerall = command = "holdback"
triggerall = statetype = S
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 16
trigger1 = ctrl
trigger1 = stateno != 100

;===========================================================================
;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݂oo
[State -1, Crouching Strong Punch]
type = ChangeState
value = 500
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "pp"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

;---------------------------------------------------------------------------
;Stand Strong Punch
;oo
[State -1, Stand Strong Punch]
type = ChangeState
value = 300
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "pp"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed
trigger7 = stateno = [150,153]
trigger7 = time >= 1

;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 230
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist x >= 75
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;Stand Strong Punch
;ߋp`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 270
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Stand Light Punch
;U{p`
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "6x"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = p2bodydist x >= 20
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;Stand Light Punch
;ߋp`
[State -1, Stand Light Punch]
type = ChangeState
value = 240
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = p2bodydist x >= 15
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;Stand Light Kick
;ߋLbN
[State -1, Stand Light Kick]
type = ChangeState
value = 260
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Crouching Light Punch
;R{p`
[State -1, Crouching Light Punch]
type = ChangeState
value = 405
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "3x"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;Crouching Light Punch
;Ⴊݎp`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger2 = (stateno = 240) && movecontact && !movereversed
trigger3 = (stateno = 260) && movecontact && !movereversed
trigger4 = (stateno = 400) && movecontact && !movereversed
trigger5 = (stateno = 405) && movecontact && !movereversed
trigger6 = (stateno = 410) && movecontact && !movereversed

;---------------------------------------------------------------------------
;Taunt
;
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "start"
trigger1 = statetype = S || statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Punch
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Light Kick
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 610
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 0
triggerall = RoundState = 2 && Alive
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl


;-----------------------------------------------------------------------------
;-----------------------------------------------------------------------------
[State -1, AI]
type = Varset
trigger1 = command = "AI1"
trigger2 = command = "AI2"
trigger3 = command = "AI3"
trigger4 = command = "AI4"
trigger5 = command = "AI5"
trigger6 = command = "AI6"
trigger7 = command = "AI7"
trigger8 = command = "AI8"
trigger9 = command = "AI9"
trigger10 = command = "AI10"
trigger11 = command = "AI11"
trigger12 = command = "AI12"
trigger13 = command = "AI13"
trigger14 = command = "AI14"
trigger15 = command = "AI15"
trigger16 = command = "AI16"
trigger17 = command = "AI17"
trigger18 = command = "AI18"
trigger19 = command = "AI19"
trigger20 = command = "AI20"
trigger21 = command = "AI21"
trigger22 = command = "AI22"
trigger23 = command = "AI23"
trigger24 = command = "AI24"
trigger25 = command = "AI25"
trigger26 = command = "AI26"
trigger27 = command = "AI27"
trigger28 = command = "AI28"
trigger29 = command = "AI29"
trigger30 = command = "AI30"
trigger31 = command = "AI31"
trigger32 = command = "AI32"
trigger33 = command = "AI33"
trigger34 = command = "AI34"
trigger35 = command = "AI35"
trigger36 = command = "AI36"
trigger37 = command = "AI37"
trigger38 = command = "AI38"
trigger39 = command = "AI39"
trigger40 = command = "AI40"
trigger41 = command = "AI41"
trigger42 = command = "AI42"
trigger43 = command = "AI43"
trigger44 = command = "AI44"
trigger45 = command = "AI45"
;trigger46 = 1
v = 59
value = 1

;-----------------------------------------------------------------------------
;KEZ
;---------------------------------------------------------------------------
;nk
[State -1, ]
type = ChangeState
value = 3100
triggerall = var(59) = 1
triggerall = var(12) = 0
triggerall = RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = statetype != A
triggerall = playerID(var(58)),stateno != 5120
triggerall = Random = 1
trigger1 = ctrl = 1
trigger2 = stateno = [150,153]
trigger2 = time >= 1

;Aa
[State -1, ]
type = ChangeState
value = 3000
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2bodydist X = [0,80]
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = P2movetype = A
triggerall = Random < 100 || (playerID(var(58)),HitDefAttr = SCA, AT)
trigger1 = ctrl = 1
trigger2 = stateno = [150,153]
trigger2 = time >= 1

;
[State -1, Throw]
type = ChangeState
value = 3200
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = power >= 1000
triggerall = StateType != A
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 40
triggerall = Random < 200
trigger1 = ctrl = 1

;-----------------------------------------------------------------------------
;Δѓ
;]a
[State -1, ]
type = ChangeState
value = 1010
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = statetype = S || statetype = C
triggerall = ctrl
trigger1 = enemy,numproj
trigger2 = numenemy = 2
trigger2 = enemy(1),numproj

;-----------------------------------------------------------------------------
;Z

[State -1, Throw VarRandom]
type = VarRandom
trigger1 = 1
v = 57
range = 3

[State -1, Throw]
type = ChangeState
value = 800 + 10*(var(57))
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = StateType != A
triggerall = Numtarget = 0
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = p2movetype != H
triggerall = P2StateNo != [150,153]
triggerall = P2bodydist X < 16
triggerall = Random < 200
trigger1 = ctrl = 1

;-----------------------------------------------------------------------------
;h

;-----------------------------------------------------------------------------
;o΋

;Crouching Light Punch
;R{p`
[State -1, Crouching Light Punch]
type = ChangeState
value = 405
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype = I
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = random < 300
trigger1 = playerID(var(58)),vel X > 0 && playerID(var(58)),vel Y > 0
trigger1 = P2bodydist X = [20,90]
trigger1 = P2bodydist y = [-90,-70]
trigger2 = playerID(var(58)),vel X = 0 && playerID(var(58)),vel Y > 0
trigger2 = P2bodydist X = [0,30]
trigger2 = P2bodydist y = [-90,-70]

;Crouching Strong Punch
;Ⴊ݂oo
[State -1, Crouching Strong Punch]
type = ChangeState
value = 500
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype = I
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = random < 300
trigger1 = playerID(var(58)),vel X > 0 && playerID(var(58)),vel Y > 0
trigger1 = P2bodydist X = [20,160]
trigger1 = P2bodydist y = [-90,-70]
trigger2 = playerID(var(58)),vel X = 0 && playerID(var(58)),vel Y > 0
trigger2 = P2bodydist X = [0,90]
trigger2 = P2bodydist y = [-90,-70]

;-----------------------------------------------------------------------------
;obNXebv

;Run Back
;ރ_bV
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = S
triggerall = ctrl
triggerall = playerID(var(58)),movetype = A
triggerall = random < 50
trigger1 = P2bodydist X = [0,80]

;-----------------------------------------------------------------------------
;K[h
;Ⴊ݃K[h
[State -1,AI CrouchGuard]
type = ChangeState
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = StateType != A
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype = A
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 131

;K[h
[State -1,AI Guard]
type = ChangeState
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = StateType != A
triggerall = playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype = A
trigger1 = ctrl = 1
trigger2 = stateno = [120,149]
value = 130

;-----------------------------------------------------------------------------
;ߋ
;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [0,30]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 200

;Stand Light Punch
;U{p`
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [0,60]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 200

;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [15,80]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 50

;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [15,80]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 50

;Stand Strong Punch
;ߋp`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [15,74]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 50

;Stand Light Punch
;p`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = A
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [15,90]
triggerall = P2bodydist Y = [-120,0]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 50

;Stand Strong Punch
;oo
[State -1, Stand Strong Punch]
type = ChangeState
value = 300
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [60,120]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 20
trigger2 = stateno = [150,153]
trigger2 = time >= 1
trigger2 = random < 50

;---------------------------------------------------------------------------
;

;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [60,110]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 20

;Stand Strong Punch
;p`
[State -1, Stand Strong Punch]
type = ChangeState
value = 230
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [75,135]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 20

;Standing Strong Kick
;LbN
[State -1, Standing Strong Kick]
type = ChangeState
value = 270
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [120,215]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 5

;]a
[State -1, ]
type = ChangeState
value = 1010
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [100,250]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 5

;]a
[State -1, ]
type = ChangeState
value = 1000
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = playerID(var(58)),statetype = S || playerID(var(58)),statetype = C
triggerall = playerID(var(58)),movetype != A
triggerall = P2bodydist X = [100,150]
trigger1 = statetype = S || statetype = C
trigger1 = ctrl
trigger1 = random < 5

;---------------------------------------------------------------------------
;ǂł

[State -1, Stand Strong Punch]
type = ChangeState
value = 300 +200*(prevstateno=300)
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = P2bodydist X < 120
triggerall = playerID(var(58)),stateno != [803,805]
triggerall = playerID(var(58)),stateno != 5120
trigger1 = playerID(var(58)),statetype = L
trigger2 = playerID(var(58)),stateno = [5030,5071]

;---------------------------------------------------------------------------
;AZ
;
;R{[g
;
;ߎP@@ߋP
;
;ߎK@@K
;
;
;
;
;@iqbgj@3x@@PP
;@iqbgj@呫@iǌj
;@iK[hj@6x@@iǌj
;@iK[hj@Ⴊ݋P
;
;---------------------------------------------------------------------------
;Stand Strong Punch
;ߋp`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
trigger1 = (stateno = 240) && movecontact && !movereversed
trigger1 = P2bodydist X >= 20

;Stand Light Punch
;ߋp`
[State -1, Stand Light Punch]
type = ChangeState
value = 240
triggerall = var(59) = 1
trigger1 = (stateno = 240) && movecontact && !movereversed
trigger1 = P2bodydist X < 20

;Stand Light Kick
;LbN
[State -1, Stand Light Kick]
type = ChangeState
value = 220
triggerall = var(59) = 1
trigger1 = (stateno = 260) && movecontact && !movereversed
trigger1 = P2bodydist X >= 15

;Stand Light Kick
;ߋLbN
[State -1, Stand Light Kick]
type = ChangeState
value = 260
triggerall = var(59) = 1
trigger1 = (stateno = 260) && movecontact && !movereversed
trigger1 = P2bodydist X < 15

;Crouching Light Punch
;R{p`
[State -1, Crouching Light Punch]
type = ChangeState
value = 405
triggerall = var(59) = 1
trigger1 = (stateno = 410) && movecontact && !movereversed
trigger1 = P2bodydist X < 20
trigger1 = movehit
trigger1 = random < 500

;Stand Strong Punch
;oo
[State -1, Stand Strong Punch]
type = ChangeState
value = 300
triggerall = var(59) = 1
trigger1 = (stateno = 405) && movecontact && !movereversed
trigger1 = target,vel y > 0

;Crouching Strong Kick
;Ⴊ݋LbN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 430
triggerall = var(59) = 1
trigger1 = (stateno = 410) && movecontact && !movereversed
trigger1 = P2bodydist X >= 20
trigger1 = movehit

;Stand Light Punch
;U{p`
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = var(59) = 1
trigger1 = (stateno = 410) && movecontact && !movereversed
trigger1 = playerID(var(58)),statetype = C
trigger1 = P2bodydist X < 30
trigger1 = moveguarded
trigger1 = random < 400

;Crouching Strong Punch
;Ⴊ݋p`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) = 1
trigger1 = (stateno = 410) && movecontact && !movereversed
trigger1 = P2bodydist X >= 30
trigger1 = moveguarded

;Crouching Light Kick
;ႪݎLbN
[State -1, Crouching Light Kick]
type = ChangeState
value = 410
triggerall = var(59) = 1
trigger1 = (stateno = 410) && movecontact && !movereversed
trigger1 = P2bodydist X < 30


;---------------------------------------------------------------------------
;Wv

;Jump Light Punch
;󒆎p`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall = ctrl
triggerall = random < 500
trigger1 = p2bodydist X = [0,60]
trigger1 = p2bodydist Y = [-50,100]
trigger1 = vel x <= 0
trigger2 = p2bodydist X = [0,130]
trigger2 = p2bodydist Y = [-90,120]
trigger2 = vel x > 0
trigger2 = vel y > 0
trigger2 = pos Y < -70

;Jump Strong Punch
;󒆋p`
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall = ctrl
triggerall = random < 500
trigger1 = p2bodydist X = [0,60]
trigger1 = p2bodydist Y = [-50,100]
trigger1 = vel x <= 0
trigger2 = p2bodydist X = [0,130]
trigger2 = p2bodydist Y = [-90,120]
trigger2 = vel x > 0
trigger2 = vel y > 0
trigger2 = pos Y < -90

;Jump Light Kick
;󒆎LbN
[State -1, Jump Light Kick]
type = ChangeState
value = 610
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall = ctrl
triggerall = random < 500
trigger1 = p2bodydist X = [0,70]
trigger1 = p2bodydist Y = [-50,50]
trigger1 = vel x <= 0
trigger2 = p2bodydist X = [0,160]
trigger2 = p2bodydist Y = [-50,120]
trigger2 = vel x > 0
trigger2 = vel y > 0
trigger2 = pos Y < -80

;Jump Strong Kick
;󒆋LbN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) = 1
triggerall = RoundState = 2 && Alive
triggerall = statetype = A
triggerall = ctrl
triggerall = random < 500
trigger1 = p2bodydist X = [0,70]
trigger1 = p2bodydist Y = [-50,50]
trigger1 = vel x <= 0
trigger2 = p2bodydist X = [0,160]
trigger2 = p2bodydist Y = [-50,120]
trigger2 = vel x > 0
trigger2 = vel y > 0
trigger2 = pos Y < -80
